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blitzkit/packages/website/src/components/SpacedArmorSceneComponent.tsx
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2026-09-30 17:41:46 -05:00

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TypeScript

import { isExplosive, resolvePenetrationCoefficient } from "@blitzkit/core";
import { ShellType } from "@blitzkit/protos";
import { useThree } from "@react-three/fiber";
import { useCallback } from "react";
import {
type Intersection,
MeshBasicMaterial,
Object3D,
Plane,
Quaternion,
Raycaster,
Scene,
Vector3,
} from "three";
import { degToRad } from "three/src/math/MathUtils.js";
import { defaultEqualizer } from "../config/equalizer";
import { jsxTree } from "../core/blitzkit/jsxTree";
import { discardClippingPlane } from "../core/three/discardClippingPlane";
import { DuelModule, getDuel } from "../hooks/useDuel";
import { hasEquipment } from "../hooks/useEquipment";
import {
type Shot,
type ShotLayerBase,
type ShotLayerNonExternal,
Tankopedia,
} from "../stores/tankopedia";
import { ArmorType } from "./SpacedArmorScene";
import { SpacedArmorSubExternal } from "./SpacedArmorSubExternal";
import { SpacedArmorSubSpaced } from "./SpacedArmorSubSpaced";
type SpacedArmorSceneComponentProps = {
node: Object3D;
thickness: number;
clip?: Plane;
scene: Scene;
} & (
| {
type: Exclude<ArmorType, ArmorType.External>;
}
| {
type: ArmorType.External;
variant: ExternalModuleVariant;
}
);
export type ExternalModuleVariant = "gun" | "track";
export type ArmorUserData = {
thickness: number;
} & (
| {
type: Exclude<ArmorType, ArmorType.External>;
}
| {
type: ArmorType.External;
variant: ExternalModuleVariant;
}
);
const omitMaterial = new MeshBasicMaterial({
colorWrite: false,
depthWrite: true,
});
/**
* Render orders allocations:
* - 0 : core omission
* - 1-2: spaced without depth buffer write but do test to allow additive blending
* - 3-4: external with depth buffer write in first pass and read in second to simplify geometry
* - 5 : spaced depth write
*/
export function SpacedArmorSceneComponent({
node,
thickness,
clip,
...props
}: SpacedArmorSceneComponentProps) {
const camera = useThree((state) => state.camera);
const shoot = useCallback(
(
point: Vector3,
intersections: Intersection[],
allowRicochet: boolean,
remainingPenetrationInput?: number,
) => {
const protagonist = getDuel("protagonist", DuelModule.Tank);
const antagonist = getDuel("antagonist", DuelModule.Tank);
const { customShell } = Tankopedia.state;
const shell = customShell ?? getDuel("protagonist", DuelModule.Shell);
const { equalize } = Tankopedia.state;
const protagonistEqualizer =
(equalize ? protagonist.equalizer : undefined) ?? defaultEqualizer;
const antagonistEqualizer =
(equalize ? antagonist.equalizer : undefined) ?? defaultEqualizer;
const cameraNormal = camera.position.clone().sub(point).normalize();
const shot: Shot = {
splashRadius:
shell.type === ShellType.SHELL_TYPE_HE
? shell.explosion_radius
: undefined,
damage: -1,
containsGaps: shell.type === ShellType.SHELL_TYPE_HEAT,
in: {
surfaceNormal: cameraNormal,
layers: [],
status: "blocked",
},
};
const hasCalibratedShells = hasEquipment(
103,
antagonist.equipment_preset,
Tankopedia.state.antagonist.equipment,
);
const hasEnhancedArmor = hasEquipment(
110,
protagonist.equipment_preset,
Tankopedia.state.protagonist.equipment,
);
const penetration =
shell.penetration!.near *
resolvePenetrationCoefficient(
hasCalibratedShells,
equalize,
shell.type,
antagonistEqualizer,
);
const thicknessCoefficient =
(hasEnhancedArmor ? 1.04 : 1) * protagonistEqualizer.armor;
const filteredIntersections = intersections.filter(
(intersection) =>
"type" in intersection.object.userData &&
!discardClippingPlane(intersection.object, intersection.point),
) as unknown as Intersection<Object3D & { userData: ArmorUserData }>[];
const encounteredExternalModuleVariants: ExternalModuleVariant[] = [];
const noDuplicateIntersections: typeof filteredIntersections = [];
for (const intersection of filteredIntersections) {
if (intersection.object.userData.type === ArmorType.External) {
if (
!encounteredExternalModuleVariants.includes(
intersection.object.userData.variant,
)
) {
noDuplicateIntersections.push(intersection);
encounteredExternalModuleVariants.push(
intersection.object.userData.variant,
);
}
} else {
noDuplicateIntersections.push(intersection);
if (intersection.object.userData.type === ArmorType.Primary) {
break;
}
}
}
if (
!allowRicochet &&
noDuplicateIntersections.every(
(intersection) =>
intersection.object.userData.type !== ArmorType.Primary,
)
) {
return null;
}
let remainingPenetration = remainingPenetrationInput ?? penetration;
let index = 0;
for (const intersection of noDuplicateIntersections) {
const layer = intersection.object.userData;
const surfaceNormal = intersection
.normal!.clone()
.applyQuaternion(
intersection.object.getWorldQuaternion(new Quaternion()),
);
if (shell.type === ShellType.SHELL_TYPE_HEAT && index > 0) {
const lastLayer = shot.in.layers.at(-1) as ShotLayerBase;
const distance = lastLayer.point.distanceTo(intersection.point);
remainingPenetration -= 0.5 * remainingPenetration * distance;
const blocked = remainingPenetration <= 0;
shot.in.layers.push({
type: null,
distance,
status: blocked ? "blocked" : "penetration",
});
if (blocked) break;
}
if (layer.type === ArmorType.External) {
const thickness = layer.thickness * thicknessCoefficient;
remainingPenetration -= thickness;
const blocked =
remainingPenetration <= 0 || shell.type === ShellType.SHELL_TYPE_HE;
shot.in.layers.push({
type: ArmorType.External,
index,
thickness,
point: intersection.point,
surfaceNormal,
status:
shell.type === ShellType.SHELL_TYPE_HE
? "blocked"
: blocked
? "blocked"
: "penetration",
variant: layer.variant,
});
} else {
const thickness = layer.thickness * thicknessCoefficient;
const ricochet = degToRad(
isExplosive(shell.type) ? 90 : shell.ricochet!,
);
const angle = surfaceNormal.angleTo(cameraNormal);
const threeCalibersRule =
shell.caliber > thickness * 3 || index > 0 || !allowRicochet;
const twoCalibersRule = shell.caliber > thickness * 2;
const normalization = degToRad(shell.normalization ?? 0);
const finalNormalization = twoCalibersRule
? (1.4 * normalization * shell.caliber) / (2.0 * thickness)
: normalization;
const finalThickness =
thickness / Math.cos(Math.max(0, angle - finalNormalization));
if (!threeCalibersRule && angle >= ricochet) {
remainingPenetration *= 0.75;
shot.in.layers.push({
type: layer.type,
index,
thickness,
thicknessAngled: finalThickness,
point: intersection.point,
surfaceNormal,
status: "ricochet",
angle,
});
break;
} else {
remainingPenetration -= finalThickness;
const blocked = remainingPenetration <= 0;
shot.in.layers.push({
type: layer.type,
index,
thickness,
thicknessAngled: finalThickness,
point: intersection.point,
surfaceNormal: intersection.face!.normal,
status:
shell.type === ShellType.SHELL_TYPE_HE &&
layer.type !== ArmorType.Primary
? "blocked"
: blocked
? "blocked"
: "penetration",
angle,
});
}
}
if (
shell.type !== ShellType.SHELL_TYPE_HE &&
remainingPenetration <= 0
) {
break;
}
index++;
}
const lastLayer = shot.in.layers.at(-1) as
| ShotLayerNonExternal
| undefined;
const firstLayer = shot.in.layers[0] as ShotLayerBase | undefined;
if (!lastLayer || !firstLayer) {
return null;
} else {
if (shell.type === ShellType.SHELL_TYPE_HE) {
const totalSpacedArmorThickness = shot.in.layers.reduce(
(acc, layer) => {
if (layer.type === null || layer.type === ArmorType.Primary) {
return acc;
}
if (layer.type === ArmorType.External) {
return acc + layer.thickness;
}
return acc + layer.thicknessAngled;
},
0,
);
const distanceFromSpacedArmor = firstLayer.point.distanceTo(
lastLayer.point,
);
const finalDamage = Math.max(
0,
0.5 *
shell.armor_damage *
(1 - distanceFromSpacedArmor / shell.explosion_radius!) -
1.1 *
(lastLayer.thicknessAngled +
Math.min(penetration, totalSpacedArmorThickness)),
);
/**
* Above is some peculiar math. We're multiplying 1.1 by the
* thickness of the core plate plus the total spaced armor
* thickness capped to the penetration itself. This is because
* the shader is normalized by the penetration value; hence,
* the total spaced armor thickness cannot ever be thicker
* than the penetration. This is a precision error on the
* shader-side and I do not intend on fixing it. Instead,
* for parity's sake, I am capping the value here.
*/
if (shot.in.layers.length > 1 || lastLayer.status === "blocked") {
shot.in.status = finalDamage > 0 ? "splash" : "blocked";
shot.damage = finalDamage;
} else {
shot.in.status = "penetration";
shot.damage = shell.armor_damage;
}
} else {
if (lastLayer.status === "blocked") {
shot.in.status = "blocked";
shot.damage = 0;
} else if (lastLayer.status === "penetration") {
shot.in.status = "penetration";
shot.damage = shell.armor_damage;
} else {
const caster = new Raycaster();
// https://math.stackexchange.com/a/13263/1222875
const shellNormal = cameraNormal.clone().multiplyScalar(-1);
const ricochetNormal = shellNormal
.clone()
.sub(
lastLayer.surfaceNormal
.clone()
.multiplyScalar(2 * shellNormal.dot(lastLayer.surfaceNormal)),
);
caster.set(lastLayer.point, ricochetNormal);
const ricochetIntersections = caster.intersectObjects(
props.scene.children,
true,
);
const outShot = shoot(
lastLayer.point,
ricochetIntersections,
false,
remainingPenetration,
);
shot.in.status = "ricochet";
if (outShot === null) {
shot.damage = 0;
shot.out = {
surfaceNormal: ricochetNormal,
layers: [],
status: "ricochet",
};
} else {
shot.damage = outShot.damage;
shot.out = outShot.in;
shot.out.surfaceNormal = ricochetNormal;
}
}
}
}
shot.damage *= antagonistEqualizer.damage;
return shot;
},
[camera],
);
return (
<>
{props.type === ArmorType.Primary &&
jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={`${key}-spaced-component`}
renderOrder={0}
material={omitMaterial}
userData={
{
type: ArmorType.Primary,
thickness,
} satisfies ArmorUserData
}
onClick={(event) => {
event.stopPropagation();
const shot = shoot(event.point, event.intersections, true)!;
Tankopedia.mutate((draft) => {
draft.shot = shot;
});
}}
/>
);
},
})}
{props.type === ArmorType.Spaced && (
<SpacedArmorSubSpaced node={node} thickness={thickness} />
)}
{props.type === ArmorType.External && (
<SpacedArmorSubExternal
node={node}
thickness={thickness}
variant={props.variant}
clip={clip}
/>
)}
</>
);
}